MSAA was disabled in the active URP asset (PC_RPAsset), causing visible
geometry-edge aliasing. SSAO radius was set to 0.3, roughly 8x Unity's
default of 0.035, which produced visible dither noise at any corner in
the scene (most noticeable on the new pocoregal shelf import). Enabled
4x MSAA and tightened SSAO to a sane radius with higher sample count.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- Carryable: generic pickup/carry component, cosmetic per-peer follow of
the carrier's HandSocket instead of NGO reparenting (camera pitch isn't
networked, so root-level reparenting wouldn't tilt with the view)
- PlayerCarry: mutual exclusion with PlayerHands, server-timed hold-to-pour
tick (client only signals start/stop, never per-unit requests)
- IPourSource/IPourTarget: decouple PlayerInteractor from concrete Shop
types, same pattern as IInteractable
- Lieferkarton: gains product data (productId/quantity), two-stage
Interact() (open, then pick up), IPourSource
- ShelfSlot: implements IPourTarget, fills the previous RefreshVisuals TODO
- PackageDisplay: renders quantity as a proper column x row grid that
stacks into further layers as space runs out, reused by both containers
- FlyingPackage: small non-networked cosmetic visual that arcs a package
from the carried box to its exact landing slot in the shelf grid on
every successful pour tick, broadcast via Rpc(SendTo.Everyone)
- StorageCrate: rejects pickup while the player is carrying a box
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- SupplierService: Bestellungen mit Lieferzeit-Berechnung
- OrderTerminal: Spieler-Interaktion zum Aufgeben von Bestellungen
- StorageCrateRegistry + StorageCrate.Restock: Server registriert Kisten
und füllt sie bei Lieferung wieder auf
- GameClock.TotalHours: durchgehende Spielzeit für Lieferzeit-Berechnung
- ROADMAP: Bestellsystem-Punkt als erledigt markiert
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- Lieferkarton: server-authoritative Deckel-Toggle per NetworkVariable,
Scharnier-Rotation um lokale X-Achse, modernes [Rpc(SendTo.Server)]
- BoneVibration: neues IInteractable, das einen geskinnten Bone per
NetworkVariable-gesteuertem Toggle vibrieren lässt
- Beide Objekte in Shop.unity verdrahtet
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>